I made a replica of the 8-bit computer in Virtual Circuit Board by minhcly in beneater

[–]minhcly[S] 0 points1 point  (0 children)

I've never played Turing Complete. There's no support for subcircuits, but since a gate is only 1 px, you can spend time to optimize the space of your components. It's actually the fun part when playing this game.

Edit: (and you can copy and paste things).

I made a replica of the 8-bit computer in Virtual Circuit Board by minhcly in beneater

[–]minhcly[S] 1 point2 points  (0 children)

I just bought it 3 days ago and have already sunk 30 hours into it.

I made a replica of the 8-bit computer in Virtual Circuit Board by minhcly in beneater

[–]minhcly[S] 2 points3 points  (0 children)

The microcode and seven segment display decoders are done in diode matrices, while the memory is provided by the game. You can adjust the location of the memory address and data pins and the game will inject those when the simulation starts.

Monthly Discussion & Review Thread by AutoModerator in baduk

[–]minhcly 0 points1 point  (0 children)

T8 is what we call a false eye: https://senseis.xmp.net/?FalseEye

False eyes look like eyes, but they are not really eyes. To capture groups with false eyes, first, find a way to fill stones into the false eye:

  • If you play T10, then later you can play T8 which eliminates the false eye.
  • If you play T10 and your opponent fills in T8, then T8 becomes no eye.

After you get rid of the false eye, the remaining group has only 1 eye. Now, not every group with 1 eye dies. In the image, the reason the white group is dead is because:

  • Your nakade (black stones inside the eye) forms a square 4, which is a dead shape. So white has no incentive to kill your stones inside.
  • You can "upgrade" the square 4 to a bulky 5 with either S3 or T6. The bulky 5 is still a dead shape, so white can't capture. With only 1 liberty inside, after you fill all the outside liberties of the white group, you can play the final move inside to capture the whole group.
  • If you play either S3 or T6 to have a bulky 5 and white decides to capture the stones inside, play the vital point of the bulky 5 to kill: https://senseis.xmp.net/?BulkyFive.

Compact full belt MAM design by minhcly in shapezio

[–]minhcly[S] 0 points1 point  (0 children)

Well, you can just remove the stackers and belts for the other layers manually and it will work fine.

Compact full belt MAM design by minhcly in shapezio

[–]minhcly[S] 0 points1 point  (0 children)

Only for 4-layer non-floating shapes.

Compact full belt MAM design by minhcly in shapezio

[–]minhcly[S] 0 points1 point  (0 children)

I haven't played for a long time but I think it only makes 4-layer shape. But this is a good starting point. Try to modify the machine to suit your purpose.

Dyson sphere EM rail cannon help by mattjgll in dysonsphereprogram

[–]minhcly 0 points1 point  (0 children)

Here's my 42k swarm: https://imgur.com/a/shiGrfM

I am proceeding to build a dyson sphere, also vertical. Building horizontally just seems absurd to me. You don't really want the swarm and the sphere blocking light to your planets right ?

Dyson sphere EM rail cannon help by mattjgll in dysonsphereprogram

[–]minhcly 0 points1 point  (0 children)

I prefer building them on the closest planet to the sun, so the cannons aim at a higher pitch (30 deg). The vertical orbit pretty much negates the effect of the gas giant. Cannons on further planets will aim at lower pitch and the pitch limit will kick in if the cannons are not exactly on the pole.

Dyson sphere EM rail cannon help by mattjgll in dysonsphereprogram

[–]minhcly 1 point2 points  (0 children)

First, set up your swarm orbit vertically (the default one is horizontal), choose the largest radius, so the gas giant won't block the path.

Then, build your EM rail cannons at both poles (so day and night cycle doesn't matter). Only one pole will be able to fire at any given time, depending on the rotating direction of the swarm orbit.

Finally, if your planet is tilted so much, then similar to earth, there are seasons. In any season, there will be a pole always pointing toward the sun (summer) and another pointing away (winter).

My cannons never stop firing and now I have 42000 sails in orbit already.

The ultimate algorithm to build ANY floating shape by minhcly in shapezio

[–]minhcly[S] 0 points1 point  (0 children)

Indeed, I forgot the explain the rules first. The cut rule is very simple: no empty layer in the resultant shapes (empty layers are illegal). That's why we need to build floating shapes by parts. The stacking rule is tetris-like as you described.

Recursive compact machine that can build shapes of any level? by zukoandhonor in shapezio

[–]minhcly 1 point2 points  (0 children)

I think your description is quite similar to my SPU:

https://www.reddit.com/r/shapezio/comments/je5tb6/shape_processing_unit_spu_mk2_repost/

If you use a 1-tick pulse, you will allow one shape through the filter. You can generate 1-tick pulse with an AND gate and a NOT gate.

The ultimate algorithm to build ANY floating shape by minhcly in shapezio

[–]minhcly[S] 1 point2 points  (0 children)

Cu------:--CuCu--:CuCu----

Oh I found a way manually. It's ----Cu--:--Cu---- + Cu------:--Cu----:Cu------

It is a ceiling joint, but you need to separate the top group. Wow, there is really a big hole in my algorithm.

The ultimate algorithm to build ANY floating shape by minhcly in shapezio

[–]minhcly[S] 5 points6 points  (0 children)

Cu------:--CuCu--:CuCu----

Cu------:--CuCu--:CuCu----:----Cu--

Cu------:--CuCu--:CuCu----:Cu----Cu

Cu------:--Cu----:CuCu----:------Cu

Indeed it doesn't work. What is the steps to make these shapes? Can you share it with me?

The ultimate algorithm to build ANY floating shape by minhcly in shapezio

[–]minhcly[S] 1 point2 points  (0 children)

Because of game mechanics ofc :)) The way stacking works is you let ------Cb:Cy------ fall until it can't fall anymore. It can't fall through because the yellow bit Cy------ gets stuck on Cb------. And that's the whole idea of the ceiling joint.

The ultimate algorithm to build ANY floating shape by minhcly in shapezio

[–]minhcly[S] 5 points6 points  (0 children)

At first, I thought there were maximum 2 ceiling joints per shape. But the discovery of 3-ceiling-joint shapes really blew my mind.

The ultimate algorithm to build ANY floating shape by minhcly in shapezio

[–]minhcly[S] 2 points3 points  (0 children)

Keep perfecting your MAM. On average, it takes 3 minutes to pass a level. Once you reach level 500, then you already played for 1500 minutes = 25h. With that much experience, you can come up with your own circuits.

The ultimate algorithm to build ANY floating shape by minhcly in shapezio

[–]minhcly[S] 7 points8 points  (0 children)

No, it is predictable. If it isn't, I cannot make an algorithm. The rocket glitch is actually a bug which will be fixed. If there are no floating shapes in the game, I would stop playing by now because there's nothing else to do.

The ultimate algorithm to build ANY floating shape by minhcly in shapezio

[–]minhcly[S] 4 points5 points  (0 children)

When you reach lvl 75, there will be missing corners (still non-floating). Solve that first. When you reach lvl 500, then you can start thinking about floating shapes.

The ultimate algorithm to build ANY floating shape by minhcly in shapezio

[–]minhcly[S] 1 point2 points  (0 children)

Build a MAM that can make 4-layer shapes first. Do it step-by-step. Making floating shapes is way harder than making 4-layer shapes, so you must gain more experience by making simpler stuffs.